add emissive and color scale.
This commit is contained in:
@@ -2,8 +2,11 @@
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#define UDD_PARAMS_CGINC
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sampler2D _MainTex;
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fixed4 _Color;
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sampler2D _CursorTex;
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half4 _Color;
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half _ColorScale;
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half _Radius;
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half _Width;
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half _Thickness;
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half4 _CursorPositionScale;
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#define _CursorX _CursorPositionScale.x
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@@ -7,6 +7,7 @@ Properties
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0, 1)) = 0.5
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_Metallic ("Metallic", Range(0, 1)) = 0.0
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_Emissive ("Emissive", Range(0, 10)) = 0.0
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[KeywordEnum(Y, Z)] _Forward("Mesh Forward Direction", Int) = 0
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[Toggle(BEND_ON)] _Bend("Use Bend", Int) = 0
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[PowerSlider(10.0)] _Radius("Bend Radius", Range(1, 100)) = 30
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@@ -38,9 +39,7 @@ SubShader
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half _Glossiness;
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half _Metallic;
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half _Radius;
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half _Width;
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half _Thickness;
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half _Emissive;
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void vert(inout appdata_full v)
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{
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@@ -55,6 +54,7 @@ SubShader
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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o.Alpha = c.a;
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o.Emission = c.rgb * _Emissive;
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}
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ENDCG
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@@ -4,6 +4,7 @@
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Properties
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{
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_Color ("Color", Color) = (1, 1, 1, 1)
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_ColorScale ("ColorScale", Range(0.0, 10.0)) = 1.0
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_MainTex ("Texture", 2D) = "white" {}
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[KeywordEnum(Y, Z)] _Forward("Mesh Forward Direction", Int) = 0
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[Toggle(BEND_ON)] _Bend("Use Bend", Int) = 0
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@@ -24,10 +25,6 @@ CGINCLUDE
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#include "./uDD_Common.cginc"
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half _Radius;
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half _Width;
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half _Thickness;
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v2f vert(appdata v)
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{
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v2f o;
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@@ -39,7 +36,7 @@ v2f vert(appdata v)
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fixed4 frag(v2f i) : SV_Target
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{
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return uddGetScreenTexture(i.uv);
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return uddGetScreenTexture(i.uv) * _Color * _ColorScale;
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}
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ENDCG
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@@ -4,6 +4,7 @@
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Properties
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{
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_Color ("Color", Color) = (1, 1, 1, 1)
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_ColorScale ("ColorScale", Range(0.0, 10.0)) = 1.0
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_MainTex ("Texture", 2D) = "white" {}
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_Mask ("Mask", Range(0, 1)) = 0.1
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[KeywordEnum(Y, Z)] _Forward("Mesh Forward Direction", Int) = 0
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@@ -28,9 +29,6 @@ CGINCLUDE
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#include "./uDD_Common.cginc"
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fixed _Mask;
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half _Radius;
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half _Width;
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half _Thickness;
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v2f vert(appdata v)
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{
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@@ -45,7 +43,7 @@ fixed4 frag(v2f i) : SV_Target
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{
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fixed4 tex = uddGetScreenTexture(i.uv);
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fixed alpha = pow((tex.r + tex.g + tex.b) / 3.0, _Mask);
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return fixed4(tex.rgb * _Color.rgb, alpha * _Color.a);
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return fixed4(tex.rgb * _Color.rgb * _ColorScale, alpha * _Color.a);
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}
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ENDCG
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@@ -4,6 +4,7 @@
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Properties
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{
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_Color ("Color", Color) = (1, 1, 1, 1)
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_ColorScale ("ColorScale", Range(0.0, 10.0)) = 1.0
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_MainTex ("Texture", 2D) = "white" {}
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[KeywordEnum(Y, Z)] _Forward("Mesh Forward Direction", Int) = 0
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[Toggle(BEND_ON)] _Bend("Use Bend", Int) = 0
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@@ -30,9 +31,6 @@ CGINCLUDE
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#include "./uDD_Common.cginc"
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#include "Tessellation.cginc"
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half _Radius;
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half _Width;
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half _Thickness;
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Texture2D _DispTex;
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SamplerState sampler_DispTex;
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half _DispFactor;
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@@ -150,7 +148,7 @@ DsOutput domain(
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fixed4 frag(DsOutput i) : SV_Target
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{
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return uddGetScreenTexture(i.f2TexCoord);
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return uddGetScreenTexture(i.f2TexCoord) * _Color * _ColorScale;
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}
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ENDCG
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@@ -4,6 +4,7 @@
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Properties
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{
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_Color ("Color", Color) = (1, 1, 1, 1)
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_ColorScale ("ColorScale", Range(0.0, 10.0)) = 1.0
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_MainTex ("Texture", 2D) = "white" {}
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[KeywordEnum(Y, Z)] _Forward("Mesh Forward Direction", Int) = 0
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[Toggle(BEND_ON)] _Bend("Use Bend", Int) = 0
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@@ -26,10 +27,6 @@ CGINCLUDE
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#include "./uDD_Common.cginc"
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half _Radius;
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half _Width;
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half _Thickness;
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v2f vert(appdata v)
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{
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v2f o;
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@@ -41,7 +38,7 @@ v2f vert(appdata v)
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fixed4 frag(v2f i) : SV_Target
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{
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return fixed4(uddGetScreenTexture(i.uv).rgb, 1.0) * _Color;
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return fixed4(uddGetScreenTexture(i.uv).rgb * _ColorScale, 1.0) * _Color;
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}
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ENDCG
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